refactor: remove debug diagnostics from combat and animation code

This commit is contained in:
Kelsi 2026-04-05 19:10:42 -07:00
parent 0e74e0f951
commit 0a22b0d41a
3 changed files with 2 additions and 26 deletions

View file

@ -433,19 +433,10 @@ void CombatHandler::handleAttackStop(network::Packet& packet) {
void CombatHandler::handleAttackerStateUpdate(network::Packet& packet) {
AttackerStateUpdateData data;
if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) {
LOG_WARNING("ATTACKER_STATE_UPDATE: parse failed, remaining=", packet.getRemainingSize());
return;
}
if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) return;
bool isPlayerAttacker = (data.attackerGuid == owner_.playerGuid);
bool isPlayerTarget = (data.targetGuid == owner_.playerGuid);
LOG_WARNING("ATTACKER_STATE_UPDATE: attacker=0x", std::hex, data.attackerGuid,
" target=0x", data.targetGuid, " player=0x", owner_.playerGuid, std::dec,
" isPlayerAttacker=", isPlayerAttacker, " isPlayerTarget=", isPlayerTarget,
" dmg=", data.totalDamage, " hasCallback=", (owner_.meleeSwingCallback_ ? 1 : 0));
if (!isPlayerAttacker && !isPlayerTarget) return; // Not our combat
if (isPlayerAttacker) {

View file

@ -380,7 +380,7 @@ AnimOutput CombatFSM::resolve(const Input& in, const AnimCapabilitySet& caps,
}
}
if (animId == 0) {
LOG_WARNING("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
LOG_DEBUG("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
animId = anim::STAND;
}
loop = false;

View file

@ -93,9 +93,6 @@ void AnimationController::playEmote(const std::string& emoteName) {
auto* characterRenderer = renderer_->getCharacterRenderer();
uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
if (characterRenderer && characterInstanceId > 0) {
bool hasAnim = characterRenderer->hasAnimation(characterInstanceId, animId);
LOG_WARNING("playEmote '", emoteName, "': animId=", animId, " loop=", loop,
" modelHasAnim=", hasAnim);
characterRenderer->playAnimation(characterInstanceId, animId, loop);
lastPlayerAnimRequest_ = animId;
lastPlayerAnimLoopRequest_ = loop;
@ -246,17 +243,6 @@ void AnimationController::triggerMeleeSwing() {
if (durationSec > 1.0f) durationSec = 1.0f;
meleeSwingTimer_ = durationSec;
// Diagnostic: log the melee swing trigger with key state
const auto& caps = characterAnimator_.getCapabilities();
auto* cc = renderer_->getCameraController();
LOG_WARNING("triggerMeleeSwing: meleeAnimId=", meleeAnimId_,
" dur=", durationSec,
" caps.melee1H=", caps.resolvedMelee1H,
" caps.melee2H=", caps.resolvedMelee2H,
" caps.meleeUnarmed=", caps.resolvedMeleeUnarmed,
" grounded=", (cc ? cc->isGrounded() : false),
" probed=", capabilitiesProbed_);
if (renderer_->getAudioCoordinator()->getActivitySoundManager()) {
renderer_->getAudioCoordinator()->getActivitySoundManager()->playMeleeSwing();
}
@ -1062,7 +1048,6 @@ void AnimationController::updateCharacterAnimation() {
if (!capabilitiesProbed_) {
probeCapabilities();
} else if (meleeSwingTimer_ > 0.0f && !characterAnimator_.getCapabilities().hasMelee) {
LOG_WARNING("Re-probing capabilities: melee swing active but hasMelee=false");
capabilitiesProbed_ = false;
probeCapabilities();
}